/Engine/Plugins/Animation/IKRig/Source/IKRig/Public/Rig/Solvers/IKRig_LimbSolver.h
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, EditInlineNew) class UIKRig_LimbSolver : public [UIKRigSolver](API\Plugins\IKRig\Rig\Solvers\UIKRigSolver)
bool
bAveragePull
Pull averaging only has a visual impact when we have more than 2 bones (3 links).
bool
bEnableLimit
Enable/Disable rotational limits
bool
bEnableTwistCorrection
Enable Knee Twist correction, by comparing Foot FK with Foot IK orientation.
TEnumAsByte<EA...
EndBoneForwardAxis
Forward Axis for Foot bone.
TEnumAsByte<EA...
HingeRotationAxis
Hinge Bones Rotation Axis. This is essentially the plane normal for (hip - knee - foot).
int32
MaxIterations
Number of Max Iterations to reach the target
float
MinRotationAngle
Only used if bEnableRotationLimit is enabled.
float
PullDistribution
Re-position limb to distribute pull: 0 = foot, 0.5 = balanced, 1.f = hip
float
ReachPrecision
Precision (distance to the target)
float
ReachStepAlpha
Move end effector towards target. If we are compressing the chain, limit displacement.
FName
RootName